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Thursday, August 6, 2015

Siam Hann(4.2) Vs. Necrons (NetEA Tournament Pack 2013)

Well it Thursday and we manage another game of epic. It was 3000 point per side and it was between Siam Hann(4.2) Vs. Necrons (NetEA Tournament Pack 2013).

Britt played the Necrons and I played the Siam Hann(4.2)….

So the following are the changes been tested…

Stat changes
1) General Eldar units have been brought into line with Biel-Tan v 4.2
2) Hornet has had its AT3+ go to AT4+
3) Vampire Hunter has its stats fixed
4) Farseer character has been added.
5) Siam Hann Wild Rider Chieftain has been added.
6) Siam Hann Wild Riders has been added.

Structural changes
1) Add three Jetbikes for +75 points (may not be taken more than twice).
2) “Add three Shining Spears for +100 points” upgrade has been removed from the Wind rider clan host
3) Hornet troupe has been given upgrade.
4) Vampire Hunter formation sized changed and points change.
5) Aspect Warrior Troupe has had the shinning spear removed.
6) War walker troupe added to troupe section.
7) You may select up to Two Troupes per Warhost.
8} No Phantoms or Warlock Titans
Move the following to the special rules section and called it Aspect Rule:::
All Aspect Warrior units in the Siam-Hann Craftworld army, apart from Swooping Hawks and Warp Spiders, must be transported in Wave Serpents and/or Falcons. You must take exactly enough transport vehicles to carry the units that require transport, without any spare transport space being left over………

The below is the link to Siam-Hann Craftworld (4.2)…

http://www.tacticalwargames.net/taccmd/viewtopic.php?f=24&t=29842

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Armies used

Siam-Hann Craftworld(4.2)

WRAITHGATE [50]
AVATAR [0]
WILD RIDER CLAN WARHOST (MEDIUM) [325]
Wild Rider, 9 Jetbike
WILD RIDER CLAN WARHOST (MEDIUM) [400]
Wild Rider, 9 Jetbike, Wild Rider Chieftain (Autarch)
WILD RIDER CLAN WARHOST (MEDIUM) [375]
Wild Rider, 9 Jetbike, Mounted Farseer

ASPECT WARRIOR TROUPE [225]        
6 Warp Spider
ENGINE OF VAUL TROUPE [250]
Storm Serpent
ENGINE OF VAUL TROUPE [250]
Storm Serpent
HORNET TROUPE [225]
4 Hornets
HORNET TROUPE [225]
4 Hornets
RANGER TROUPE [125]
5 Ranger

NIGHT SPINNER TROUPE [175]
3 Night Spinners
SWORDS OF VAUL TROUPE [250]
3 Falcon, 2 Fire Storm

RANGER TROUPE [125]

5 Ranger

DSCF7094

Necrons (NetEA Tournament Pack 2013)

INFANTRY PHALANX [365]
Necron Lord, 6 Warriors, 2 Immortals, Pariahs
INFANTRY PHALANX [285]
Necron Lord, 6 Warriors, Pariahs
INFANTRY PHALANX [285]
Necron Lord, 6 Warriors, Pariahs
INFANTRY PHALANX [285]
Necron Lord, 6 Warriors, Pariahs
PYLON [200]
PYLON [200]
WARBARQUE [350]
Supreme Commander
MONOLITH PHALANX [275]
3 Monoliths
MONOLITH PHALANX [275]
3 Monoliths
MONOLITH PHALANX [275]
3 Monoliths
VENATOR MANIPLE [200]
6 Flayed Ones

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Deployment

  • Deployment of Siam-Hann Craftworld and Objective markers..

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  • OFF BOARD FORCES.

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THE PLAN

Siam Hann: I guess when I face Necrons, I tend and try and keep it flexible in the planning, so basically look at from turn to turn or even half way through a turn and see want needs to change..So on with it…

Necrons: It was hard to crack the code use by the Necron commander.. something along the lines.. we will deploy over here and then turn and push down the table……..

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Turn 1

  • Necrons teleport in the Pylon and MONOLITH PHALANX(Photo1)

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  • The dice are rolled for the SR and the Siam Hann go first.
  • Siam-Hann fail to activate the EoV, and so move it forward and around the corner(Photo1)(yes missing BM in photo)

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  • Necrons double move the MONOLITH PHALANX(Photo1) and shoot the EoV,doing a DC and giving it 2 BM’s(Photo2)

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  • Siam-Hann march move the EoV, to claim the objective marker(Photo1)

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  • Siam-Hann fail to activate the HORNET TROUPE, and so regroup(Photo1)

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  • Necrons do engage action with INFANTRY PHALANX and target the EoV(Photo1).The dice are rolled and the INFANTRY PHALANX wins the combat and the EoV are wiped from the board(Photo2)(Side note- the EoV should have broken when the Monoliths shot it, since it should of had extra BM add, due to the fail activation.. Oh well only human…)

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  • Siam-Hann fail to activate the NIGHT SPINNER TROUPE and so regroup(Photo1)

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  • Necrons keep the Pylon on overwatch(Photo1)……

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  • Siam-Hann do a march move with HORNET TROUPE, from hill in the right corner on the other side of the table to be near the objective marker(Photo1)

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  • Necrons double move INFANTRY PHALANX, through portal(Photo1) and shoots the RANGERS, giving it a BM(Photo2)

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  • Siam-Hann do a marshalling action with the RANGERS and shoot the INFANTRY PHALANX, killing 1 and giving it 2 BM’s(Photo1) and then removes all BM’s(Photo2)

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  • Siam-Hann fail to activate the SoV and so regroup(Photo1)

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  • Siam-Hann double move WILD RIDER CLAN WARHOST(MEDIUM)(Portal), to claim objective marker(Photo1)

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  • Siam-Hann place RANGERS on overwatch(Photo1)

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  • Siam-Hann double move WILD RIDER CLAN WARHOST(MEDIUM)(Portal), to claim objective marker(lose 2 to DTT)(Photo1)

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  • Both sides remove BM’s.

END OF TURN SHOT

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notes: Well I expect something a little different, but having the Necrons turn up in the corner was a blessing and a curse, since it meant the portals were in one spot and the Pylon was not going anywhere and had limited range, but I didn't have much on that flank to begin with, since I through he would hit the blitz hard…

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Turn 2

  • Necrons teleport in the MONOLITH PHALANX(Photo1) and the Pylon(Photo2)

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  • The dice are rolled for the SR and the Necrons go first.
  • Necron player rubs his hands and said will do a sustain fire with the PYLON(Photo1) and shoots the EoV, with LOL coming from the other side of the table because, the dice rolled a 1, so giving it a BM(Photo2)

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  • Necrons does a engage action with INFANTRY PHALANX(Portal) and targets the WILD RIDER CLAN WARHOST(MEDIUM), (Photo1). The dice are rolled and the WILD RIDER CLAN WARHOST(MEDIUM)(2 BM’s), wins combat and the INFANTRY PHALANX is broken(Photo2).The WILD RIDER CLAN WARHOST(MEDIUM), consolidate backwards behind the objective marker and the INFANTRY PHALANX flees into the woods beside it(Photo3).

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  • Siam-Hann move the HORNET TROUPE(Photo1), and target the PYLON, in the hopes of breaking the formation, well it manage to kill it out right(Photo2)

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  • Siam-Hann fail to activate the HORNET TROUPE, and so move it towards the Blitz(Photo1)

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  • Necrons do engage action with INFANTRY PHALANX and target the RANGERS(Photo1).The dice are rolled and the INFANTRY PHALANX wins the combat and the rangers are wiped from the board(Photo2)

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  • Necrons retain the turn and double move INFANTRY PHALANX(Photo1) and shoots the HORNET TROUPE, killing 1 and giving it 2 BM’s(Photo2)

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  • Siam-Hann do sustain fire with the NIGHT SPINNER TROUPE(Photo1) and shoot the INFANTRY PHALANX, giving it 2 BM’s(Photo2)

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  • Siam-Hann double move the EoV, so that it can drop it load and give support(Photo1) and so it shoots the MONOLITH PHALANX,killing 1 and breaking the formation, so it stays put(Photo2)

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  • Siam-Hann retain the turn and do engage action with ASPECT WARRIOR TROUPE and target the broken MONOLITH PHALANX(Photo1).The dice are rolled and the ASPECT WARRIOR TROUPE (BM) wins the combat the broken MONOLITH PHALANX stays put and the ASPECT WARRIOR TROUPE stays were it is(Photo2).

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  • Necrons does a engage action with INFANTRY PHALANX(Portal) and targets the ASPECT WARRIOR TROUPE (Photo1). The dice are rolled and the INFANTRY PHALANX(BM), wins combat and the ASPECT WARRIOR TROUPE is wiped from the board(Photo2).

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  • Siam-Hann then do a engage action with WILD RIDER CLAN WARHOST(MEDIUM), and target the INFANTRY PHALANX(Photo1).The dice are rolled and the WILD RIDER CLAN WARHOST(MEDIUM)(5BM) wins the combat the INFANTRY PHALANX is broken(Photo2).The WILD RIDER CLAN WARHOST(MEDIUM), consolidates a full move back behind the woods, to be near the Objective markers and the broken INFANTRY PHALANX flees behind the woods(Photo3)

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  • Siam-Hann move the WILD RIDER CLAN WARHOST(MEDIUM), beside the hill(Photo1)

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  • Necrons double move the MONOLITH PHALANX(Photo1) and shoot the HORNET TROUPE, giving it a BM and breaking the formation, which flees down the side of the woods(Photo2)

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  • Siam-Hann place the SoV on overwatch, waiting on the Necrons to turn(Photo1)

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  • Necrons keep the Pylon on overwatch(Photo1)…I think that corner of the board is theirs…

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  • Siam-Hann keep the RANGERS on overwatch, waiting for the Necrons to show their hand(Photo1)

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  • Siam Hann don’t remove Blast markers from HORNET TROUPE. Necrons don't remove blast markers from INFANTRY PHALANX

END OF TURN SHOTS

SORRY FORGOT TO TAKE PICTURES……Embarrassed smile

Note: Ok next turn was imported and I gather he would put something near the Blitz to try and take control back and keeping the T&H objectives free from him was important, since hold both of these would win me the game..

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Turn 3

  • Necrons teleport in the WARBARQUE(Photo1) and the MONOLITH PHALANX(Photo2&3).The VENATOR MANIPLE(Photo4)

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  • The dice are rolled for the SR and the Siam Hann go first.
  • Siam-Hann double move the EoV, so that it can drop it load and give support and so it shoots the WARBARQUE, giving it a BM(Photo1)

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  • Siam-Hann retain the turn and do engage action with WILD RIDER CLAN WARHOST(MEDIUM), and target the WARBARQUE(Photo1).The dice are rolled and the WARBARQUE(1DC, 1BM) wins the combat the WILD RIDER CLAN WARHOST(MEDIUM), is broken and EoV gets a BM for supporting a failed assault(Photo2).The WILD RIDER CLAN WARHOST(MEDIUM), flees back down the side of the woods into enemy territory(Photo3).

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  • Siam-Hann retain the turn and do sustain fire with the HORNET TROUPE, and target the MONOLITH PHALANX, in the hopes of breaking the formation, well it manage to do is A BM(Photo1)

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  • Necrons does a engage action with INFANTRY PHALANX(Portal) and targets the HORNET TROUPE(Photo1). The dice are rolled and the HORNET TROUPE(Broken due to BM’s), wins combat and the INFANTRY PHALANX is broken(Photo2).The HORNET TROUPE flees down the side of the woods and the INFANTRY PHALANX flees into the woods behind it(Photo3).

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  • Necrons do a move action with WARBARQUE(Photo1) and then shoot the EoV, killing the formation outright(Photo2)

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  • Siam-Hann do sustain fire with the NIGHT SPINNER TROUPE(Photo1) and shoot the INFANTRY PHALANX, giving it 4 BM’s(Photo2)

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  • Siam-Hann retain the turn and move the SoV towards the INFANTRY PHALANX(Photo1), and manages to do a BM, which breaks the INFANTRY PHALANX and so it flees back towards the Objective marker in its half of the table(Photo2)..

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  • Necrons do a move action with INFANTRY PHALANX and shoot the WILD RIDER CLAN WARHOST(MEDIUM),killing 1 and giving it 2 BM’s(Photo2)

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  • Siam-Hann then do a engage action with WILD RIDER CLAN WARHOST(MEDIUM), and target the MONOLITH PHALANX and calls intermingled and drags in the Broken INFANTRY PHALANX(Photo1).The dice are rolled and the WILD RIDER CLAN WARHOST(MEDIUM)(BM) wins the combat the MONOLITH PHALANX is broken and stays put, the broken INFANTRY PHALANX is destroyed(Photo2).The WILD RIDER CLAN WARHOST(MEDIUM), consolidates a full move back behind the woods, to be near the Objective markers(Photo3)

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  • Necrons fail to activate the Pylon(Photo1)

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  • Siam-Hann do a march move with HORNET TROUPE, from behind the woods on the other side of the table to claim the Blitz(Photo1)

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  • Necrons double move the MONOLITH PHALANX up the left flank(Photo1) and shoot the WILD RIDER CLAN WARHOST(MEDIUM), killing 1 and giving it 2 BM’s(Photo2)

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  • Siam-Hann do a marshalling action with WILD RIDER CLAN WARHOST(MEDIUM), so move and then remove all BM’s(Photo1)

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  • Necrons do engage action with VENATOR MANIPLE(1 killed, 2 BM’s OWF) and target the RANGERS(Photo1).The dice are rolled and the VENATOR MANIPLE wins the combat and the rangers are wiped from the board(Photo2)

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  • Both sides remove BM’s.
  • The winner is…check the chart below….
Victory Condition Siam-Hann Necrons
1. Blitz Yes no
2. Break their sprit Yes NO
3. Defend the Flag NO no
4. Take and Hold No Yes
5. They Shall not Pass NO no

END OF TURN SHOT

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Summary
 
Well that was a tends game, as it always is with the Necrons. My first turn was really a great start, with four failed activations, and then have some engagements go my way and others not..
 
Ok, I’m happy on how most of the formation performed today. I should have taken a couple of Vampire Hunters, which at this point look like auto choice. I found the warp spiders were fine, but you will be using the SS/wraithgate to get them, somewhere fast..
 
Anyways till next time, may the dice roll high…
 
Regards
Greg

3 comments:

  1. Seems like a very cool game, with two interesting armies. Poor luck on the first turn.

    ReplyDelete
  2. Seems like a very cool game, with two interesting armies. Poor luck on the first turn.

    ReplyDelete
  3. Hi Carl,

    Thanks for reading...

    Yeah it was a cool game and I think both armies were interesting...Yeah I go through a game were I end up failing a few activations and this was one of them...

    ReplyDelete